Added MD5 (md5mesh works, md5anim has not yet been tested) and STL. new unittests, although not yet complete (material system, normals). Bugfixes (GFn and MDL7). Added HMP5 support. Rewrote MD2 and MD3 to be more stable.

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@77 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
This commit is contained in:
aramis_acg
2008-08-06 23:01:38 +00:00
parent b17a5e3b69
commit 2f36cc5f5f
45 changed files with 3625 additions and 932 deletions
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#include "utRemoveRedundantMaterials.h"
#include "aiPostProcess.h"
#include <math.h>
CPPUNIT_TEST_SUITE_REGISTRATION (RemoveRedundantMatsTest);
aiMaterial* getUniqueMaterial1()
{
// setup an unique name for each material - this shouldn't care
aiString mTemp;
mTemp.Set("UniqueMat1");
MaterialHelper* pcMat = new MaterialHelper();
pcMat->AddProperty(&mTemp,AI_MATKEY_NAME);
float f = 2.0f;
pcMat->AddProperty<float>(&f, 1, AI_MATKEY_BUMPSCALING);
pcMat->AddProperty<float>(&f, 1, AI_MATKEY_SHININESS_STRENGTH);
return pcMat;
}
aiMaterial* getUniqueMaterial2()
{
// setup an unique name for each material - this shouldn't care
aiString mTemp;
mTemp.Set("UniqueMat2");
MaterialHelper* pcMat = new MaterialHelper();
pcMat->AddProperty(&mTemp,AI_MATKEY_NAME);
float f = 4.0f;int i = 1;
pcMat->AddProperty<float>(&f, 1, AI_MATKEY_BUMPSCALING);
pcMat->AddProperty<int>(&i, 1, AI_MATKEY_ENABLE_WIREFRAME);
return pcMat;
}
aiMaterial* getUniqueMaterial3()
{
// setup an unique name for each material - this shouldn't care
aiString mTemp;
mTemp.Set("UniqueMat3");
MaterialHelper* pcMat = new MaterialHelper();
pcMat->AddProperty(&mTemp,AI_MATKEY_NAME);
return pcMat;
}
void RemoveRedundantMatsTest :: setUp (void)
{
// construct the process
this->piProcess = new RemoveRedundantMatsProcess();
// create a scene with 5 materials (2 is a duplicate of 0, 3 of 1)
this->pcScene1 = new aiScene();
this->pcScene1->mNumMaterials = 5;
this->pcScene1->mMaterials = new aiMaterial*[5];
this->pcScene1->mMaterials[0] = getUniqueMaterial1();
this->pcScene1->mMaterials[1] = getUniqueMaterial2();
this->pcScene1->mMaterials[4] = getUniqueMaterial3();
// setup an unique name for each material - this shouldn't care
aiString mTemp;
mTemp.length = 1;
mTemp.data[0] = 48;
mTemp.data[1] = 0;
MaterialHelper* pcMat;
this->pcScene1->mMaterials[2] = pcMat = new MaterialHelper();
MaterialHelper::CopyPropertyList(pcMat,(const MaterialHelper*)this->pcScene1->mMaterials[0]);
pcMat->AddProperty(&mTemp,AI_MATKEY_NAME);
mTemp.data[0]++;
this->pcScene1->mMaterials[3] = pcMat = new MaterialHelper();
MaterialHelper::CopyPropertyList(pcMat,(const MaterialHelper*)this->pcScene1->mMaterials[1]);
pcMat->AddProperty(&mTemp,AI_MATKEY_NAME);
mTemp.data[0]++;
}
void RemoveRedundantMatsTest :: tearDown (void)
{
delete this->piProcess;
delete this->pcScene1;
}
void RemoveRedundantMatsTest :: testRedundantMaterials (void)
{
this->piProcess->Execute(this->pcScene1);
CPPUNIT_ASSERT_EQUAL(this->pcScene1->mNumMaterials,3u);
CPPUNIT_ASSERT(0 != this->pcScene1->mMaterials &&
0 != this->pcScene1->mMaterials[0] &&
0 != this->pcScene1->mMaterials[1] &&
0 != this->pcScene1->mMaterials[2]);
aiString sName;
CPPUNIT_ASSERT(AI_SUCCESS == aiGetMaterialString(this->pcScene1->mMaterials[2],
AI_MATKEY_NAME,&sName));
CPPUNIT_ASSERT(!::strcmp( sName.data, "UniqueMat3" ));
}